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Own the roads batman arkham knight
Own the roads batman arkham knight







own the roads batman arkham knight own the roads batman arkham knight

I don’t know how you might define this, but I have only one word. Think about it: an intimidating armored rocket on wheels launched at hundreds of miles per hour with full afterburner engaged, will somehow manage to push its victims out of the way at the very last moment with electricity. But that’s only the tip of the iceberg: want to run over some goon Grand Theft Auto style? Your kind Batmobile will simply zap them out of the way with an electrical discharge. The way the Batmobile behaves is a clear example: the car’s weaponry will instantly and flawlessly detect a human in your line of fire, and instantly and flawlessly switch to nonlethal rounds (which will hit even if you’re aiming way off target, mind you). The only ones left are Batman, a few allies, a handful of cops led by Commisioner Gordon, and a gazillion of supervillains that seem to pop up like mushrooms, at the head of their army of ridiculously inept underlings. This time around it’s the Scarecrow doing the honors, threatening Gotham with a fear gas attack. This seems to be a steel-clad rule of the series, and one that I personally would have liked to see broken, but it simply wasn’t to be. Apparently there can’t be a Batman: Arkham game in which civilians aren’t first encouraged or forced to get the hell out of the way. The story begins with a rather predictable event: something happens, turning Gotham City into a ghost town governed by criminals and anarchy. Batman: Arkham Origins lost a bit of the signature luster created by the series’ original development studio, but did Rocksteady manage to bring it back alongside its beloved brand? Batman: Arkham Knight is finally here, bringing what is supposed to be the final adventure of the Dark Knight developed by Rocksteady Studios.









Own the roads batman arkham knight